#===============================================================================
# * Unreal time system - by FL (Credits will be apreciated)
#===============================================================================
#
# This script is for Pokémon Essentials. It makes the time in game have its
# own clock that only pass when you are in game instead of using real time
# (like Harvest Moon and Zelda: Ocarina of Time).
#
#===============================================================================
#
# To this script works, put it above main. If you wish to some parts still use
# real time like the Trainer Card start time and Pokémon Trainer Memo,
# just change 'pbGetTimeNow' to 'Time.now' in their scripts (in this example,
# PokemonMap and PokeBattle_Pokemon scripts sections).
#
# This script use the Ruby Time class that can only hold years around
# 1970-2038 range. If you wish to have other years values, sum/subtract when
# displaying the year. Examples:
# If you wants year 1000, start in 1970 and, when displaying year name use
# 'pbGetTimeNow.year-970'.
# If you wants year 5000, start in 1970 and, when displaying year name use
# 'pbGetTimeNow.year+3030'.
#
# Some time methods:
# 'pbGetTimeNow.year', 'pbGetTimeNow.mon' (the numbers from 1-12),
# 'pbGetTimeNow.day','pbGetTimeNow.hour', 'pbGetTimeNow.min',
# 'pbGetTimeNow.sec', 'pbGetAbbrevMonthName(pbGetTimeNow.mon)',
# 'pbGetTimeNow.strftime("%A")' (displays weekday name),
# 'pbGetTimeNow.strftime("%I:%M %p")' (displays Hours:Minutes pm/am)
#
#===============================================================================
# Set false to disable this system (returns Time.now)
NTN_ENABLED=true
# Make this true to time only pass at field (Scene_Map)
# A note to scripters: To make time pass on other scenes, put line
# '$PokemonGlobal.addNewFrameCount' near to line 'Graphics.update'
NTN_TIMESTOPS=true
# Make this true to time pass in battle, during turns and command selection.
# This won't affect the Pokémon and Bag submenus.
# Only works if NTN_TIMESTOPS=true.
NTN_BATTLEPASS=true
# Make this true to time pass when the Dialog box or the main menu are open.
# This won't affect the submenus like Pokémon and Bag.
# Only works if NTN_TIMESTOPS=true.
NTN_TALKPASS=true
# Time proportion here.
# So if it is 100, one second in real time will be 100 seconds in game.
# If it is 60, one second in real time will be one minute in game.
NTS_TIMEPROPORTION=60
# Choose switch number that when true the time won't pass (or -1 to cancel).
# Only works if NTN_TIMESTOPS=true.
NTN_SWITCHSTOPS=-1
# Choose variable(s) number(s) that can hold time passage (or -1 to cancel).
# The time in this variable isn't affected by NTS_TIMEPROPORTION.
# Example: When the player sleeps you wish to the time in game advance
# 8 hours, so put in NTN_EXTRASECONDS a game variable number and sum
# 28800 (60*60*8) in this variable every time that the players sleeps.
NTN_EXTRASECONDS=-1
NTN_EXTRADAYS=-1
# Initial values
NTN_INITIALYEAR=2000 # Can ONLY holds around range 1970-2038
NTN_INITIALMONTH=1
NTN_INITIALDAY=1
NTN_INITIALHOUR=12
NTN_INITIALMINUTE=0
def pbGetTimeNow
return Time.now if !NTN_ENABLED
if(NTN_TIMESTOPS)
# Sum the extra values to newFrameCount
if(NTN_EXTRASECONDS>0)
$PokemonGlobal.newFrameCount+=(
pbGet(NTN_EXTRASECONDS)*Graphics.frame_rate)/NTS_TIMEPROPORTION
$game_variables[NTN_EXTRASECONDS]=0
end
if(NTN_EXTRADAYS>0)
$PokemonGlobal.newFrameCount+=((60*60*24)*
pbGet(NTN_EXTRADAYS)*Graphics.frame_rate)/NTS_TIMEPROPORTION
$game_variables[NTN_EXTRADAYS]=0
end
elsif(NTN_EXTRASECONDS>0 && NTN_EXTRADAYS>0)
# Checks to regulate the max/min values at NTN_EXTRASECONDS
while (pbGet(NTN_EXTRASECONDS)>=(60*60*24))
$game_variables[NTN_EXTRASECONDS]-=(60*60*24)
$game_variables[NTN_EXTRADAYS]+=1
end
while (pbGet(NTN_EXTRASECONDS)<=-(60*60*24))
$game_variables[NTN_EXTRASECONDS]+=(60*60*24)
$game_variables[NTN_EXTRADAYS]-=1
end
end
start_time=Time.local(NTN_INITIALYEAR,NTN_INITIALMONTH,NTN_INITIALDAY,
NTN_INITIALHOUR,NTN_INITIALMINUTE)
time_played=(NTN_TIMESTOPS && $PokemonGlobal) ?
$PokemonGlobal.newFrameCount : Graphics.frame_count
time_played=(time_played*NTS_TIMEPROPORTION)/Graphics.frame_rate
time_jumped=0
time_jumped+=pbGet(NTN_EXTRASECONDS) if NTN_EXTRASECONDS>-1
time_jumped+=pbGet(NTN_EXTRADAYS)*(60*60*24) if NTN_EXTRADAYS>-1
time_ret = nil
# To prevent crashes due to year limit, every time that you reach in year
# 2036 the system will subtract 6 years (to works with leap year) from
# your date and sum in $PokemonGlobal.extraYears. You can sum your actual
# year with this extraYears when displaying years.
loop do
extraYears=($PokemonGlobal) ? $PokemonGlobal.extraYears : 0
time_fix=extraYears*60*60*24*(365*6+1)/6
time_ret=start_time+(time_played+time_jumped-time_fix)
break if time_ret.year<2036
$PokemonGlobal.extraYears+=6
end
return time_ret
end
if NTN_ENABLED
class PokemonGlobalMetadata
attr_accessor :newFrameCount
attr_accessor :extraYears
def addNewFrameCount
self.newFrameCount+=1 if !(
NTN_SWITCHSTOPS>0 && $game_switches[NTN_SWITCHSTOPS])
end
def newFrameCount
@newFrameCount=0 if [email protected]
return @newFrameCount
end
def extraYears
@extraYears=0 if [email protected]
return @extraYears
end
end
if NTN_TIMESTOPS
class Scene_Map
alias :updateold :update
def update
$PokemonGlobal.addNewFrameCount
updateold
end
if NTN_TALKPASS
alias :miniupdateold :miniupdate
def miniupdate
$PokemonGlobal.addNewFrameCount
miniupdateold
end
end
end
if NTN_BATTLEPASS
class PokeBattle_Scene
alias :pbGraphicsUpdateold :pbGraphicsUpdate
def pbGraphicsUpdate
$PokemonGlobal.addNewFrameCount
pbGraphicsUpdateold
end
end
end
end
end

Hi, I just found this awesome script and he work fine but I have a little question:
how exaclty can you pass time with a event? I want the time to pass went you go to bed(the player will choose between morning or night) and when you heal your pokemon in a Pokecenter(pass 6h).

Hi, I just found this awesome script and he work fine but I have a little question:
how exaclty can you pass time with a event? I want the time to pass went you go to bed(the player will choose between morning or night) and when you heal your pokemon in a Pokecenter(pass 6h).

Thanks in advance and sorry for my bad english.

Quote:

Originally Posted by FL

When the player sleeps you wish to the time in game advance
# 8 hours, so put in NTN_EXTRASECONDS a game variable number and sum
# 28800 (60*60*8) in this variable every time that the players sleeps.
NTN_EXTRASECONDS=-1
NTN_EXTRADAYS=-1

So, if you make NTN_EXTRASECONDS=87 and sum 21600 into variable 87, the time will pass six hours.

Just add 21600 (6 hours in seconds) to variable 87, you can even use event scripts.

For forcing to the player pass the time until it reach into a certain time, there serveral ways, three examples (the first is the worst) that make the player going into 6:00:00 PM (both are doable with events, but I use scripts for better performance).

Just add 21600 (6 hours in seconds) to variable 87, you can even use event scripts.

For forcing to the player pass the time until it reach into a certain time, there serveral ways, three examples (the first is the worst) that make the player going into 6:00:00 PM (both are doable with events, but I use scripts for better performance).

Thanks! I used to make work the time pass in a Pokecenter meanwhile, basicly when you heal your Pokemon in a Pokecenter, one hour pass per Pokemon in your team (If you have 2 poke, 2 hours pass, etc) Anyways these script will help me alot since I try so many things to skip to a specific time and none of them work.

I went into the printable version, copied the code and added it to my game as instructed but for some reason it seems to DISABLE the day/night system instead of speeding it up. The tones of the game no longer change no matter how long I leave it running for.

__________________

Currently working on 2 projects.Chromia(banner to be added)Mirror(banner to be added)

I went into the printable version, copied the code and added it to my game as instructed but for some reason it seems to DISABLE the day/night system instead of speeding it up. The tones of the game no longer change no matter how long I leave it running for.

Not the original poster but the persona 3/4 time system is pretty much not related to actual time (as in hours, minutes and seconds) but rather to a calendar that splits each day into Morning, Evening and Night (also Dark Hour if you consider it). Point is, every "piece" of the day has virtually unlimited actual time until the protagonist does something.

Not the original poster but the persona 3/4 time system is pretty much not related to actual time (as in hours, minutes and seconds) but rather to a calendar that splits each day into Morning, Evening and Night (also Dark Hour if you consider it). Point is, every "piece" of the day has virtually unlimited actual time until the protagonist does something.

Is it possible to show the time on the loading screen?
I tried it with "pbGetTimeNow.strftime" but got an error in line 81 in the "Unreal Time Script". I guess this only works in-game, since the same line is used in the Pokégearscript to show the time on the Pokégear.
Is there another way to show the time on the loading screen?

Is it possible to show the time on the loading screen?
I tried it with "pbGetTimeNow.strftime" but got an error in line 81 in the "Unreal Time Script". I guess this only works in-game, since the same line is used in the Pokégearscript to show the time on the Pokégear.
Is there another way to show the time on the loading screen?

pbGetTimeNow uses both $PokemonGlobal and $game_variables that aren't loaded yet. You need to change the 'def pbGetTimeNow' into

And change every other $PokemonGlobal on this method to pokemonGlobal and game_variables to $game_variables.

After that, you need to call, in the title screen (or PokemonLoadPanel) call this method with the two previous loaded arguments. For this, in 'def pbTryLoadFile' load these two variables (keep note on Marshal data order that can be seen in def pbStartLoadScreen) and by two more methods, PokemonLoadScene.pbStartScene and PokemonLoadPanel constructor. Assign into a global variable in this last one and call it into the draw method.

Is there way to utilize this script to jump ahead by entire months at a time? I'm thinking about utilizing this for my birthsigns script. I tried a few things working off what you've already posted, but I kept on getting errors.

Is there way to utilize this script to jump ahead by entire months at a time? I'm thinking about utilizing this for my birthsigns script. I tried a few things working off what you've already posted, but I kept on getting errors.

If you put some variable in NTN_EXTRADAYS, like 97, just sum the day amount into this variable. Example: If you wish more two months, just sum 120 into variable 97.

If you put some variable in NTN_EXTRADAYS, like 97, just sum the day amount into this variable. Example: If you wish more two months, just sum 120 into variable 97.

Thanks, ive got it working exactly how I want now. But I was wondering if there was a way to reset the current time through a script. Like lets say I go forward a few months, but then decide I want to change the time again to match the real-world time.

The PokéCommunity

Meta

Pokémon characters and images belong to The Pokémon Company International and Nintendo. This website is in no way affiliated with or endorsed by Nintendo, Creatures, GAMEFREAK, or The Pokémon Company International. We just love Pokémon.